I know sometimes there's a glitch in the sound (for example there's distortion when you die in commando), but other than that I thought it was pretty close already...Do you get a steady 60fps and do you use fullscreen/vsync? When you get a stead 60fps and use full-screen there should be no timing problems (the sound emulation depends on exactly the correct speed of emulation). In windowed mode, it usually won't use vsync by default because nobody has his desktop set to 60Hz, so it will throttle using sleep, so fps will vary a little, resulting in the occasion pop and crackling in the sound.

You can check the fps and vsync/throttling status using the F9 key. F11/F12 toggle throttling resp. vsync.

There's yet another version online now (v1.5).New in this release is support for online high-scores in a plethora of games (1943, 1943 Kai, Gun Smoke, Arkanoid, Green Beret, Bomb Jack, Ghosts 'n Goblins, Solomon's Key, Bobble Bobble, Yie Ar Kung-fu and Mario Bros.) Also new is (preliminary) sound support in 1942. It doesn't sound quite right yet but hey, it's a start.

Sprites don't work yet, the background layers' positioning is not 100% correct and (as you can see) the palette is not okay yet.Once this driver is finished, it will be the most advanced JEmu2 driver thus far. I hope I'll get this fully working next week (without sound though in the first version. I'll add sound later).

I just did a performance optimization in the renderer, causing a massive >30% speed increase The change was to replace function calling through interfaces by good-ole switches. Never knew the difference would be *that* great.

Usually, you shouldn't worry about this and just go on and use interfaces for cleaner code.However, in this case, several functions were called through interfaces for each rendered pixel (about 16 per pixel), with the implementations changing all the time (so the JVM probably has no chance optimizing that well). And that for each layer (there's 3 of them) and for all sprites.We're talking about a few million indirect function calls per frame here.With those amounts, even the smallest difference in performance counts.

EDIT- correction: it's 16 indirect function calls per 8 pixels. Still about half a million per frame, though.

ahm, ok, i was implementing some kind of customizable events for a j2me game, based on loading dinamcally a class implementing an "Event" interface, i guess it won't handle more than 50 calls per frame, so i hope it won't kill all the handsets

One of the guys at my work bought an X-Men Vs. Street Fighter arcade machine a few weeks ago and we have it in the cafeteria.I hate that game.yes, it is because I suck at it. All those stupid combo moves that never work for me... different for every character... that you have to guess at.... lame.

Yes, I noticed that as well. Not a good idea to add online highscores just yet My first thought is that it might be the ABCD opcode. This weekend I'm going to see if my own 68k core has the same problems.

BTW, I just found a little typo in my code which caused it to use > 250MB of memory . Now it only takes about 70MB.

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